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Topics - Nawyria

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1
Bug Reports & Support / Devastator Duds
« on: April 03, 2020, 07:54:52 AM »
I was flying around in the simulator to test out the Devastator on am Onslaught when something strange happened. Firing the gun at the back on an Onslaught caused all shells to detonate without doing damage. Landing the shells on the front of the ship seems to work normal. Pictures below.






2
Suggestions / Allow Market Share to be a non-integer number.
« on: December 29, 2018, 01:29:15 PM »
Currently in the Starsector Economy, a colony's Market Share in a commodity is rounded to a whole number before being used to calculate the Exports Income for this commodity. This means that the effect of accessibility on income is rather coarse-grained, which can lead to some pretty strange behaviour close to the tipping point of rounding up or down. I would suggest allowing a colony's Market Share to be a decimal number to smoothen this out. This would have a couple of consequences.

Firstly, it means that Accessibility - as a player-facing stat - is a lot more intuitive. If I have a colony at 120% accessibility and I build a Waystation to get it up to 130%, my colony's exports will go up proportionally. As it is right now, some commodities may skyrocket (due to being rounded up rather than down), while others remain the same (4.9 and 5.3 are probably still rounded to 5). This makes it very difficult to tell how much of an impact increasing Accessibility will truly have. Allowing Market Share to be a decimal number is en easy fix for this and I think very desirable for a player's experience managing colonies.

(As a sidenote, I've come across an example of this kind of behaviour while writing my Economy guide. Cibola and Culann should both have a 5.42% market share in Metals, but one of them is rounded up to 6% and the other down to 5%.)

Secondly, it would make the game a lot more satisfying to try to optimize. As an avid Theorycrafter myself, I enjoy thinking about and trying to optimize my way around a game's economy - and Starsector is one of the most interesting games I've tried to tackle yet. However, the discrete nature of a colony's Market Share makes exports income wildly unpredictable. It's quite possible to predict the income of the first colony a player will settle, but every subsequent colony will have a knock-on effect on the previous ones that is hard to predict. The added supply of commodities from the second colony may or may not push an earlier colony to a lower Market Share precentage, depending on how the minutiae of rounding up or down work out, which makes it really frustrating to try to get a handle on. Making Market Share a lot more fine-grained would help smooth this issue and let me tickle that optimization itch.

Thirdly, floating-point Market Share would also impact the scalability of the game. As more factions and worlds are added by yourself, the developer, or through community mods, colonies at bottom of the production lists go into limbo. Losing or gaining 1% Market Share is not that big of a deal if you're Sindria and control the lion's share of the Fuel market. However, if you're one of the Size 3 colonies outputting 1.46% of the global Food supply, being rounded up or down can be a big deal. Allowing this colony to take 1.46% of the Global Market rather than 1% or 2% means that more worlds can be added without upheaving the economy.

Of course, this comes at the cost of storing a Floating-Point number rather than an Integer. But I think Starsector's memory footprint is small enough to allow this.

3
Hello everyone!

I've been mostly a lurker on this forum and have only recently actually signed up. I've read so much good advice and enjoyed a lot of the mods that community members have contributed, that I thought it would be nice to give something back. I've recently been delving into the Starsector economy a lot and I think I have something worth sharing, so in the spirit of a Christmas gift, I present you the first part of my guide.

An In(creasingly) Complete Guide to Starector Economy & Colonization

Feel free to add comments on the docs or in this thread. Future installments are coming soon!

All the best and Happy Holidays!

Nawyria

4
General Discussion / [Guide] Officer Skill Builds
« on: November 04, 2018, 04:12:35 AM »
Hello everyone,

I've spent a little time thinking about Officer Skills and which are useful on what kind of ship. I've compiled a few builds into a document below, along with a guide for how to use it. I'm very interested to hear if you find this helpful, if you agree with the choices I've made and how so/why not.

Cheers!
Naw




Officer Skill Builds v2.0

What is this guide?

Your officers start off at level 1 with 2 skills points and gain an extra skill point at each level-up, up to a maximum of 21 skill points at level 20. This is enough to fully max out 7 skills, but unfortunately you don't always get a say in what skills your officer gets. The two starting skills are randomly selected and, upon leveling up, you are presented with two randomly generated choices allowing you to level up an existing skill or pick a new skill. You may never get the chance to pick the skill you want and could be force into picking sub-optimal choices for the officer's intended role. Therefore I've made each build into a rating list rather than a straight-up pick order, as you won't always get what you want. I've rated the skills in four categories: Essential, Good, Acceptable and Bad.

Essential - These are the skills I consider best for this kind of build. They directly boost the core idea of the build and should be taken immediately.
Good - These are skills that are good for the build, but aren't essential to making it work.
Acceptable - These are skills that provide a tangible benefit and are acceptable to take. However, they are outclassed by the two better categories and you should never pick this skill over a better one.
Bad - These are skills that you should stay away from. Any benefits they provide apply in a situation where it's already too late (e.g. an Artillery ship taking hull damage).


How do I use this guide?

The idea is that this chart can help you level up your officers to ensure you're getting the most out of spending the 21 skill points available to them over the course of their career. You can print it out and keep it on the desk with you or simply open it on your computer whenever you're leveling up. As mentioned above, you won't be able to allocate the skills exactly the way you want, but there is a strategy you can employ to get a close as possible to an ideal build. The strategy revolves around prioritizing picking up 4-5Essential skills and 2-3 appropriate* Good skills for your particular build first. This helps you avoid picking up Acceptable and Bad skill choices (which would eat away at the 21 points better spent elsewhere) by choosing to level up an existing good choice and gives your more opportunities to pick up better skills later down the road.

*By appropriate, I mean appropriate to the ship your officer is captaining. If you're putting a Carrier-build officer on a Heron with a Missile weapon in the medium slot, then Missile Specialization is an appropriate pick, but Target Analysis might not be.


Skill Picking Algorithm

Whenever you level up an officer, use the highest available option on this list.

  • Pick a new Essential skill. These are the core skills of the build and you really want to have these.
  • Pick a new appropriate Good skill. This improves the odds of getting a missing Essential skill later down the line and it's another skill you can level up instead of learning a new Acceptable or Bad skill.
    • EXCEPTION: If this officer has already got seven appropriate skills between their Essential and Good skills and one of the next two steps is available to you, skip this step. It's almost always better to push an existing appropriate skill to max level than it is to pick up a new one.
  • Level up an existing Essential skill.
  • Level up an existing Good skill.
  • Level up an existing Acceptable skill. Better to level up a sub-optimal choice than a poor one.
  • Pick a new Acceptable skill. These are better than Bad skills and represent sub-optimal rather than useless skills.
  • Level up an existing Bad skill. Better level up a poor skill than to get a new one that might clog up your choices.
  • Pick up a new Bad skill.


Builds Explained

    Artillery
An Artillery ship is any ship equipped with Tactical Lasers, Graviton Beams, High-Intensity Lasers, Railguns, Hypervelocity Drivers and Heavy Maulers. It is intended to do one thing: pummel enemy ships at long range. In order of importance, the most relevant skills for an Officer captaining this ship (1) Increase gunnery range, (2) Boost damage output and armour-cracking ability and (3) Give it enough speed to stay at range. Leftover skills are best spent improving flux dissipation and helping the ship protect itself from long-range counter-barrage.

    Low-Tech Battleship
A Battleship is the ship that is the highest weight class in the battle and can simply out-duel any enemy ship by virtue of dying last. While damage boosts are good, nothing quite keeps this kind of ship going (and pumping out damage) than staying alive. Therefore, in order of importance, the relevant skills for an Officer captaining this ship (1) Improve shields (2) Improve armour and damage reduction, and (3) Improve armour-cracking ability. Leftover points can be invested into doing additional damage, or improving the power grid.

    High-Tech Battleship
Copared to a Low-Tech Battleship, a High-Tech Battleship typically features worse armour, but more efficient shields and better flux capacity/dissipation. This shifts some of the focus away from improving armour and towards range, and the power grid so that the ship can make the best out of its shields. Therefore, in order of importance, the relevant skills for an Officer captaining this ship (1) Improve shields (2) Improve armour-cracking ability, and (3) Improve the power grid and gunnery range. Leftover points can be invested into doing additional damage, or improving armour.

    Carrier
This category speaks for itself. A Carrier is any ship that deals damage primarily through the use of fighters, rather than gunnery. In order of importance, take skills that (1) Improve its ability to replace fighters, (2) Boost fighter combat capability and (3) Keeping the Carrier out of the fight. Spare points can be invested to make the Carrier a support platform through missiles and long-range gunnery.

    Frigate
This category is for ships that are the lowest weight class in the battle, Frigates and some Destroyers. They typically have the lowest base stats in the fight and this creates two problems. Firstly, the frigate needs to stay alive by staying mobile and out of reach, secondly, the Frigate needs to do enough damage to actually cut through shields and armour. This means that the most important skills (1) Keep the ship moving fast - all the time, (2) Provide a much-needed boost to defensive capability and (3) Improve armour-cracking ability. Extra points can be spent on improving dissipation (if the ship can't fire all its guns with shields active and stay at 0 flux), Gunnery Damage, Missile Damage or a Range boost.

5
Suggestions / QoL feature: Custom Map Markers
« on: November 04, 2018, 03:14:37 AM »
I know I'm not the only one to suggest this, but the last thread is already old and I wouldn't want to necro it. Simply put, it would be a great Quality of Life improvement if we were able to put down our own Custom Map Markers on the game map. I realize an intel overhaul is coming in the next version, which will make information more readily accessible to the player, but there are still a lot of uses for player-made markers. To name a few:

  • You're scavenging and end up with more cargo and fuel than you can really carry. So you put a supply cache in a stable orbit somewhere that you can pick up later to sell or to help you leapfrog to a system further away. Put down a marker on the system with "Supply/Fuel Cache" or "Metal/Volatile Cache".

  • You're on your way back from a mission and decide to take a peek in a few unexplored systems along the way. One them is absolutely teeming with derelict ships and debris fields, but you don't really have any capacity to salvage them at the moment. Put down a map marker with "Juicy Salvage System."

  • Your salvage fleet has grown and you're consuming enough fuel and supplies that it becomes interesting to buy these cheap and wholesale. So you browse through the settled worlds index and find a few that produce Fuel and therefore sell it cheap. Instead of looking at the directory every time, put down a few markers with "Cheap Fuel here."

  • You're pretty high on cash and transitioning from running missions to building up a navy. However, you typically can't buy all your ships from one place and need to visit multiple military markets repeatedly to get the ships you want. So you might want to put down some markers indicating systems with "Hegemony Military Market here."

  • You're starting to build up your fleet, but don't quite have the ships and equipment necessary to make the full transition. So you keep some hulls and weapons in storage in various systems. To keep track of what's where, you put down a marker with "Ships in storage here".

  • You're starting to raid a particular faction with your newly-built fleet. Putting down a few markers with "Easy targets" and "Dangerous targets" might help you keep an overview.

What do you people think?

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